Search found 2318 matches

by boskid
Fri Apr 19, 2024 9:30 pm
Forum: Not a bug
Topic: [1.1.107] nixie-tubes fails to load
Replies: 2
Views: 619

Re: [1.1.107] nixie-tubes fails to load

Not a bug.

Simhelper is not compatible with 1.1.107 because debug.upvalueid was removed with other functions due to safety concerns. Space exploration mod and nixie tubes mod were updated to no longer require simhelper. Please update your mods.
by boskid
Fri Apr 19, 2024 7:57 pm
Forum: Technical Help
Topic: [1.1.107] Game periodically freezes for several seconds after update
Replies: 2
Views: 452

Re: [1.1.107] Game periodically freezes for several seconds after update

Could it be that you were changing hidden settings and accidentaly enabled the "log-stack-trace-on-non-critical-exception" ? It is known to cause freezes since it loads symbols file to generate readable stack trace for the purpose of log file, but it is only supposed to be used when debugg...
by boskid
Fri Apr 19, 2024 8:57 am
Forum: Resolved Requests
Topic: Difference between LuaEntity::revive() and LuaEntity::silent_revive()
Replies: 3
Views: 468

Re: Difference between LuaEntity::revive() and LuaEntity::silent_revive()

Both of those are using the same internal function for revive purposes with the only difference being that silent_revive makes no sound and creates no smoke.
by boskid
Wed Apr 17, 2024 9:38 am
Forum: Fixed for 2.0
Topic: [boskid][1.1.104] Desync after setting pathfinder cache size while pathfinder is in use
Replies: 1
Views: 420

Re: [boskid][1.1.104] Desync after setting pathfinder cache size while pathfinder is in use

Thanks for the report. Issue is now fixed for 2.0. Root cause is that a/ writing to map_settings does not trigger cache resize, and b/ cache is resized on load. Desync would not happen if any of those 2 would not happen. Main fix for 2.0 is that writing to map_settings will immediately resize those ...
by boskid
Fri Apr 12, 2024 3:38 pm
Forum: Not a bug
Topic: [1.1.104] small yet fun "1 pixel" diff for tile-unknown icon
Replies: 1
Views: 535

Re: [1.1.104] small yet fun "1 pixel" diff for tile-unknown icon

Thanks for the report. I am not considering this to be a bug. If they would be required to be equal then they would be all pointing at the same file.
by boskid
Thu Apr 11, 2024 12:37 am
Forum: Outdated/Not implemented
Topic: "Cannot play replay" version
Replies: 5
Views: 758

Re: "Cannot play replay" version

gth wrote:
Wed Apr 10, 2024 11:03 pm
Cue the disappointment. Can we either:
a) make replay work (almost) universally by making Factorio run "as" an older version, when necessary?
b) migrate replay/save files to the current version (maybe with an asterisk saying it may not be a perfect replica?)
a/ No.
b/ Absolutely No.
by boskid
Sun Apr 07, 2024 11:31 am
Forum: Outdated/Not implemented
Topic: Multithreading by surface
Replies: 8
Views: 1812

Re: Multithreading by surface

Please note this topic derailed from "multithreading by surface" to something about having partial game state on the clients which is not going to happen. Having full game state on the client is one of the fundamentals that allows us to have the game at all (with MP support) so any suggest...
by boskid
Thu Apr 04, 2024 11:59 am
Forum: Fixed for 2.0
Topic: [boskid][1.1.104] Large saves fail to load on Linux with Bad zip file
Replies: 4
Views: 846

Re: [boskid][1.1.104] Large saves fail to load on Linux with Bad zip file

I managed to reproduce this issue in 1.1.x on linux but when trying this in 2.0 on linux it loaded without any issues so it is fixed at least for 2.0. Since part of the fixes was to update minizip library i am not going to mess with 1.1.x anymore and i will say this is a duplicate of https://forums....
by boskid
Wed Apr 03, 2024 12:04 pm
Forum: Not a bug
Topic: Sound alignment is off
Replies: 14
Views: 7811

Re: Sound alignment is off

Given that programmable speakers were never designed with this use case in mind and since there is no sample queue and at the same time the update is not guaranteed to run at 60 updates per second in case of large maps or slow machines, i am going to call this is Not a bug.
by boskid
Mon Apr 01, 2024 6:34 am
Forum: Not a bug
Topic: [1.1.104] Diagonal train tracks are too short
Replies: 1
Views: 503

Re: [1.1.104] Diagonal train tracks are too short

Not a bug. Since diagonal rails have length of 1.41 per entity and they cost 1 rail while horizontal/vertical straight rails have lenght of 2 per entity and they cost 1 rail and since we have no fractional entity costs or fractional item counts in inventory, it is just not a bug. Going by the propos...
by boskid
Sun Mar 31, 2024 3:58 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.104] Cant clear hotbar items beyond row 2.
Replies: 2
Views: 611

Re: [1.1.104] Cant clear hotbar items beyond row 2.

I tried to reproduce this issue however everything works fine for me when using 1.1.104 and 1.1.106 with 3 quick bars visible. Do you have any custom controls configured or using any overlays that could be interfering with middle clicks near the bottom of the screen?
by boskid
Sat Mar 30, 2024 8:55 pm
Forum: Modding help
Topic: What am I missing? Lua API
Replies: 4
Views: 599

Re: What am I missing? Lua API

Your error suggests that you included control.lua from data.lua. Data stage modding (that goes through data.lua) is supposed to create all the prototypes that will be available later, it runs way before save file is even loaded, even before main menu shows up. control.lua is from runtime stage which...
by boskid
Sat Mar 30, 2024 3:31 pm
Forum: Not a bug
Topic: [1.1.104] Direct stone mining into an assembling machine stopped unexpectedly
Replies: 4
Views: 638

Re: [1.1.104] Direct stone mining into an assembling machine stopped unexpectedly

Not a bug. Electric mining drill has coal in the stuck buffer.
by boskid
Fri Mar 29, 2024 2:52 pm
Forum: Already exists
Topic: Add LuaItemPrototype.effect
Replies: 3
Views: 480

Re: Add LuaItemPrototype.effect

Do not ask me, that name was selected 29th august 2015 when this read was added to LuaItemPrototype in version 0.12.6. Back then there were only like 16 values that were possible to read from LuaItemPrototype.
by boskid
Fri Mar 29, 2024 2:46 pm
Forum: Not a bug
Topic: [1.1.104] Decider combinator Output input count uses wrong value on Each
Replies: 7
Views: 1232

Re: [1.1.104] Decider combinator Output input count uses wrong value on Each

Most of the stuff you mentioned makes a lot of sense, however i am not sure i am willing to change current behavior. Current behavior is kind of a mash-up of something that can be implemented explicitly using 2 combinators: first doing [each]>0, output [each] (input count), and second combinator con...
by boskid
Fri Mar 29, 2024 12:30 pm
Forum: Won't implement
Topic: Add Durability to ModulePrototype
Replies: 3
Views: 537

Re: Add Durability to ModulePrototype

No. For a feature that base game would never use but would have to pay the performance cost i am not accepting that. For an item to have durability it would need to have a data attached to it. So far modules have data attached to them but i already made them work without any item data so i am even m...
by boskid
Wed Mar 27, 2024 9:11 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.82]Mod browser "Last highlighted" sorting issue
Replies: 1
Views: 2428

Re: [1.1.82]Mod browser "Last highlighted" sorting issue

Thanks for the report. Issue is now fixed for 1.1.107.
by boskid
Wed Mar 27, 2024 7:13 pm
Forum: Fixed for 2.0
Topic: Spitter data prototype tint inconsistency
Replies: 1
Views: 971

Re: Spitter data prototype tint inconsistency

This is minor enough and possibly mod breaking enough that i decided to fix this for 2.0.

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